#version 400 core

#define POSITION	0
#define VELOCITY	1
#define VERTEX		2
#define NORMAL	 	3
#define TEXCOORD 	4
#define FRAG_COLOR	0

layout(location = POSITION) in vec3 Position;
layout(location = VELOCITY) in vec3 Velocity;

uniform float dt;

out block
{
	vec3 Position_out;
	vec3 Velocity_out;
} Out;

void main()
{
	Out.Velocity_out = Velocity + vec3(0.0, -9.81, 0.0)*dt;
	Out.Position_out = (Position + Out.Velocity_out*dt);
}
